This Metaverse stuff is driving me crazy because they are repurposing terms that have been in use for a long time now, starting with “the Metaverse” itself. There is only one “metaverse”, and it isn’t a digital game space with headsets [6].
This week we read about “Metaverse Fashion Week”, which takes place in Decentraland, a leading Metaverse space [8]. This is a virtual mock up of a conventional fashion show, which will feature a lot of “wearables”.
Now, “wearables” used to mean “wearable computers” (e.g., [1, 3, 10]), but now it means a mashup of paper dolls with avatars (a la [5]), cosplay with augmented reality (see [2]), and NFT / blockchain trading cards [9].
“These include digitally native garments such as an avatar’s clothing, augmented reality (AR) filters on Instagram and TikTok, digital tailoring or superimposing NFTs on real-life photos, speculative investing, and proof of ownership through blockchain data.”
(from [9])
Basically, this about digitizing the (mainly visual) signaling and commercial aspects of “fashion”. It’s all about appearance and ownership. These are two important facets of “fashion”, though the Metaverse version underrepresents the non-verbal aspects and the sheer hedonistic pleasure of wearing fine apparel. It is a distorted version of “fashion”.
The Web3 / Metaverse world tends to be very Internet-y, not given to critical thinking or intellectual criticism of any kind. In Nakamotoland, it’s impolite to talk about the dubious epistemological status of the Emperor’s spring wardrobe.
So it is interesting to note that even in the Metaverse people are wondering about “wearables”, as one headline put it, “who, what wearables” [7]. What are these artifacts? Who are these for? What are they?
I mean, sure, why shouldn’t my avatar be able to buy a new hat for Easter? And maybe I want a digital version of my favorite team hat for my avatar to wear.
But a virtual version of fashion week? Expensive designer gear for avatars? Digital “collectibles”? Does anybody really want this stuff?
A quick glance and the MVFW stuff provides plenty of food for thought. The 3D graphics are junky, unlike real world fashion shows which are very high end. Overall, MVFW is mainly a low grade video experience [4]. There aren’t any real models or celebrities, nor fancy nibbles and champaign. You aren’t really there, which is the whole point of, well, being there.
So, I’m not seeing much point in MVFW, and I suspect that not many people will.
Thinking a bit deeper, let’s think about how the Metaverse compares to on line video games.
The technology is the same, though many games are vastly prettier than a lot of Metaverse stuff. Video games are extremely popular, at least among relatively small populations. So, what should the Metaverse do to match the success of video games?
First of all, no one video game has universal appeal. For that matter, even ubiquitous digital media such as email or facebook are actually fragmented into zillions of sub-populations with their own content. We should expect “the” Metaverse to be a bunch of smaller verses. (Note that Second Life was explicitly organized as “islands”, and people spent time on their favorite islands.)
Second, part of the point of “fashion” is uniqueness and difficulty. A fancy designer outfit is hard to design, hard to make or copy, and tailored to a specific body. Digital versions are unconstrained by physics, not particularly difficult to make or copy, and don’t need tailoring. Indeed, digital fashion becomes fantasy art, as avatars can take any form at all. When anyone can have an angel’s wings or a unicorn horn, then who cares? It’s impossible to make digital apparel special.
Third, and most important, the success of video games is, IMO, due to their immersive story telling. The details vary, but in a video game you are called to participate in a complicated and interesting story. All the graphics, sounds, etc., are in service to telling the story, and getting you play your part.
So, the question is—what is the “story” in the Metaverse?
Or, in this case, what is the “story” of fashion week, and what is your role in it?
The story seems to be, “look, we can pretend to be celebrities at a fashion show”, which is a pretty boring story. Especially, since we can only pretend to do all the cool stuff, like be beautiful, take drugs, or have sex.
Worse, the “player” is basically there in the role of “customer”. The only thing you can do in this game is buy stuff. Boring. (And expensive, since you are supposed to use real money to buy pretend stuff.)
I understand why merchants are excited about this game. But I’m pretty sure that most people are going be bored in a very short time.
What would make this better?
Well, many video games are very visible in person at comic cons and other similar cosplay occasions. These situations extend the digital story out into the real world, a world with food, drink, etc..
So, I would say that a metaverse fashion show should have a real world component, a la a comic con. There has to be a good party, with an interesting and rewarding real world role for everyone.
The Metaverse is supposed to be about this sort of cross over. I would emphasize, though that the crucial factor is the compelling story telling, not the AR technology. I say, if you do have VR and AR tech, use it to get people to “play” interesting games.
I note that online video games are highly successful (though only for a relatively small population)
- Mark Billinghurst and Thad Starner, Wearable Devices: New Ways to Manage Information. IEEE Computer, 32 (1):57-64, 1999.
- Alan B. Craig, Understanding Augmented Reality: Concepts and Applications, San Francisco, Morgan Kaufman, 2013.
- Steven Feiner, Blair MacIntyre, Tobias Hollerer, and Anthony Webstar. A Touring Machine: Prototype 3D Mobile Augmented Reality Systems for Exploring the Urban Environment. In First International Symposium on Wearable Computers (ISCW’97), 1997.
- Will Gottsegen (2022) The Clumsy Theatrics of Metaverse Fashion Week. Coindesk, https://www.coindesk.com/layer2/2022/03/28/the-clumsy-theatrics-of-metaverse-fashion-week/
- Michael Rymaszewski, Wagner James Au, Mark Wallace, Catherine Winters, Cory Ondrejka, and Benjamin Batstone-Cunningham, Second Life: The Official Guide, Indianapolis, Wiley, 2007.
- Neal Stephenson, Snow Crash, New York, Bantam Spectra, 1992.
- Cam Thompson (2022) Who What Wearables: A Guide to Digital Fashion and the Metaverse. Coindesk, https://www.coindesk.com/business/2022/09/29/who-what-wearables-a-guide-to-digital-fashion-and-the-metaverse/
- Cam Thompson (2023) Avatars, Get Ready to Strut: Decentraland to Host Second Metaverse Fashion Week. Coindesk, https://www.coindesk.com/web3/2023/02/27/avatars-get-ready-to-strut-decentraland-to-host-second-annual-metaverse-fashion-week/
- Cam Thompson (2023) Metaverse Fashion Is on the Rise, but for Whom? Consensus Magazine, https://www.coindesk.com/consensus-magazine/2023/03/14/metaverse-fashion-week-decentraland/
- Kristof Van Laerhoven and Ozan Cakmacki, What shall we teach our pants?, in Fourth International Symposium on Wearable Computers. 2000: Atlanta. p. 77-83. https://ieeexplore.ieee.org/document/888468